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Original subtitles

Of course our

Survivors Style game here would not be complete without the ability to up

Radio various skill

And we are getting there

We'll get there

Very soon

What does

Will bit more foundational work we need to do before we can actually start

Creating a cyst

And the foundational work that we need to do is to actually transfer

Damage

From the ability

2

The enemy

So if I pull out the basic enemy

The problem here is if I open the Script

Where does cooling health component damage 100

This number needs to be

Determined by the skill that hits the end

And you can see that we need to implement a system for that before we can start doing things

Skill up

So how are we going to transfer the damage let's take a look at the flow of our

Game again so let's go to the player

Scene control shift open the player

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And you can see that we have the sword ability controller

Install the sword ability controller is responsible for

Creating the sword

That then

Will attack the enemy

And so if we look at the sort of Billy

So we open that seem up

Are the sword doesn't actually have a script at all

But the area 2D gets enabled by the animation player

Which enables any

Is to collide

So we have a couple of layers that we need a past damage down from

So the damage alternately needs to come from the sword ability controls

And the reason is because you can imagine

Will want to do upgrades for the sort of building control

And

It will

Take close-up

Chequers upgrades and it will pass those upgrades to the sword

When it's fine

And the way that we are going to tackle this is we're going to create a couple of new components were going to create

Hitbox component

Andy hurt

So let's go ahead and start with the hurtbox component so let's go to our basic anime scene control

How to open up your

And in this basic any we have this area

Let's do this

Let's rename the area2d by clicking into it

And then we're going to call it hurt

Box company

And then let's right click on that note that her box jump on it

Click save branch as seen

Can I go into scenes

Component and we're going to save it alongside our other compare

Ok

Now before we work on

Let's go to our

Sword ability

This area2d right here

We need to take the sword abilities area2d and rename this to hit

Compound

And then we're going to save and we're going to do the same thing we're going to right click the hit box company

Save branch

Scene

We're going to save it alongside our other

Ok

So where the heart box which is going to represent the area of an entity that can

Kit

Buy a hip-hop scum

In the hit box to buy

Is going to be the thing that confers the damage

What is the thing that is attack

The hurt

So it's even play

We have to do one more thing which is that let's click into the head box component

By going into the sea

Let's select the collision shape 2D

Unless

Cut it with ctrl x

Never gonna go back to your sword ability

Highlighter hitbox component and then press ctrl V

Does save our hitbox component so save that

And then we can we name our collision shape to

And are animation should still be working so if you put the animation you should so see a turning blue for a little bit when you play it

Again you'll have to save the hip-hop dance

First after you remove the closing share

And then rename is closing shape 2D

Collision shape 2

To do the same thing in our enemy so

We are going to go into the hot box component were going to cut this collision shape from the herb box component with

Save that scene

Go back over to a basic enemy

Over the hurt box and press control

And the reason why we did that is because we separated the collision shape definition from the compare

Itself

So now if we were to instantiate for instance by right click

Airbus component

We can supply a different shape

So not locked into the show

When we reuse

Component across

The game

So the bulk of our work is going to be done in

Hitbox compose

So let's go ahead and add a script to the hitbox compound

The default settings are fine like usual

And the main thing I want to do here is first we're going to give it a class name so as to class name

Hitbox

Company

Ok and then let's create a variable call

Damage Emma going to set it to 0 by 2

And I'm going to go to our sort of Billy

What we're going to do with the sword ability

Is we are going to add a

To this

Sorbillo

So what's going on at the

Just like normal

We're gonna add class name

Sword ability to this

And we're going to do

Add on read

Via

Hitbox component

I'm going to type it as the hip

This is why using the class name so we can type 2

Is equal to dollar sign

Pit bikes compare

And then we have to go to the other layer which is the sword ability controller so let's do control

How to quick open

Sword ability controller is the one we want to open to go and search for

Open app

We already have a script here and sort to make a couple of minor chair

So firstly we do want to have a damage variable in here as

So let's Create

Variable below the x

Van Damme

0

Actually want to set this damage to something like

+254 now

Because our enemies well by the fault have it

Tenzo this wall

2 hits

Secure

Are basic enemy so Saturday

And then on timer timer

Let's look for where we are doing the sword instance

So here where is Dan shooting the sword

Let's Castle instead as a sword

Ability

And what that's going to do for us now

Is that after we add a sword instance to the

Players pair

We can assign the damage

And so

What I'm going to do is I'm going to say

Sword instant star

Hitbox compound

Dad

Damage

Is equal to

So you can see why we set up a script for

All this right

So we still have a sword ability and we cast to the sword bill

Why because we have hitbox component variable that we can

I'm referencing and hitbox composed

And I'm assigning the Dam

So if I go to

Hitbox component in here

We've got a diamond

So that's one piece of the puzzle so we've got her damaged flowing from our sword ability controller

2 hour

Sword ultimately

Now in our basic enemy

We want to click into the heart box component so let's open up that her box components seen

From the basic enemy or you can open it by doing the quick search

What's attach a script to this work

And the default path is ok

Again let's do a class name for this

Class underscore name

Hurt back

Composed

I think you're going to do here

We're going to export so at x

2 x 4

Bar

Hello

Underscore component

And I should note that I believe you're supposed to be able to do something

Play Converse

Export via health component health compound

However you can see in my version of video that I'm using

I cannot select that help component there

So

That's ok I'm just going to you

Playing all night here

Anyway we've got we're going to get a reference to

Health component now in the

Herb box component

Animal we can do is weekend override the ready method so funk

Score Reading

And then we can say

Ariel Winter

Because this is a signal on area2d in work standing area

Dart

Connect

On

Area

So let's go ahead into fine

Funk

On area and

And the other area

Is going to be of type area2d

And we're going to do this

Other

Underscore error

I actually want to say if not

Are there area

Is

Hitbox component

Then what we want to do

Is we want to just return

Ok so now we can grab the other area

As a

Pit bikes compare

So we can do with our hitbox component is he go to other area as

Skip

Component and now what we can do

Is we can take the damage from the hip

Check in here as well and we're going to same

If

Health

Component

Is equal to now

Organ to return out of this as well

Ok

So now we've got those safety checks in place

Now we're dealing with a collision that came from a hitbox component remember the hitbox component is of

Area2d as well and so that's why this is going away

And all we can do is we can take it the health component

Dot damage

And when I going to get the autocomplete because

This

Is believed by kaido to be a type of nose

But we can pull up our

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Health component

And open up that script and we can see

That we have a damage function so will still be all the call it despite the fact I could do is not giving us the autocomplete suggestion

So how's component damage and we're going to grab the damage of the hitbox component

Just like that

So now we have closed

The damage has been

From the sword ability controllers

Define here

It's been past

In the other sword instance hitbox compound

Were signing the damage here

On the box component

So that looks like

This

So we've got our hitbox component here

As a reference so that we can set the date

When a hip-hop component collides with h

Letterbox component which I will open now with ctrl shift l

We're going to check first of all if the area coming into our her box is

A type of hitbox component if it is

And we have a reference to the health component

They were going to go ahead into your Devon

And so now what we should see is that the enemies will not die instantly because we doing 5 damage

Hit them

Instead it should take two hits and

Let's go out and see if that

And we got a crash

And that's because I failed to update

My basic enemy script

This is going to be

Pretty easy we just need to actually tear out

This

So we got a basic anime

When I using the herb box component to handle the damage

An equation

So we actually don't need a handle

Any of this in the basic enemy

So go ahead and open up your basic enemies

By clicking the Script button we can get rid of the ready method

I'm also going to go ahead and get rid of this comment while I'm here

And we can get rid of this on area entered

And so we should be good to go now so I'm going to go ahead and

Run the game in actually there is one more thing we need to do

We need to set up

In her back support the basic anyway we need to put the health component referencing

So so like The Hurt Locker part drag the health component in

And now everything should be

Let's go home

So we should be two hits on

1

And they're gone so we have damaged so if your enemies are dying in two hits and you can figure it out the damage the same as me

Then you should see this behaviour

Exactly

So now we have a proper Foundation

For handling

Ability upgrades

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